would love to see what performance gains one could get on the performance challenged gearvr!

Hey aussieburger,

I wanted to take a sec and clarify this one, so that you're not caught offguard when you see that Instanced Stereo is not working on your device.

The fix is to allow the build to finish by disabling it for platforms that are no supported. Right now Instanced Stereo is only supported for SM5. This fix will automatically disable it for unsupported platforms and a warning in the shader compiler will inform you if it's being it is being disabled.

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I wanted to take a sec and clarify this one, so that you're not caught offguard when you see that Instanced Stereo is not working on your device.

The fix is to allow the build to finish by disabling it for platforms that are no supported. Right now Instanced Stereo is only supported for SM5. This fix will automatically disable it for unsupported platforms and a warning in the shader compiler will inform you if it's being it is being disabled.

I hope this clarifies what the fix is for UE-25738.

Ah ok thanks for the info - are there any plans to add support for GearVR in the future or is it just not going to be possible on mobile hardware?

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Ah ok thanks for the info - are there any plans to add support for GearVR in the future or is it just not going to be possible on mobile hardware?

Hey aussieburger,

I would love to bring instanced stereo to mobile/GearVR and it's definitely something I'm looking into. The implementation isn't as straight forward due to mobile hardware feature support limitations. We're focusing on D3D11 SM5 for the PC and PS4 for 4.11 and will be looking at other platforms in the future.

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I had an answerhub thread about this but they don't seem to have any plans for this.

but I did have some interesting findings while messing with all the settings (even got to decent performance with thousands of trees and quite long view distances). so maybe I can help you.
is the performance hit on the CPU or the GPU? what are your polycounts for every LOD?
things to try:
- Make sure your foliage is set to Static (not Movable)
- for every Element of every LOD in your foliage meshes, uncheck 'Enable Collision'. you'll still get actor collisions but it will ignore decals and other per-poly checks. you can leave this enabled for the trunk section of LOD0 if you really need it.

Thanks for the tip on foliage! Although it seems obvious after reading this, but I was stuck and my brain just couldn't find any solution for this foliage performance problem I'll try it soon.

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Can you elaborate on what you're seeing? I created a code project from the 4.11 preview 4 from the Launcher which opened the project solution in VS2015. Which version of VS2015 are you using (Community, Express, Pro)? Are you using the preview from source code or from the Launcher? Are you creating a new project or adding code to an existing project?

Cheers

Doug Wilson

1. Download source code from GitHub.
2. Run Setup.bat
3. Run GenerateProjectFiles.bat
4. And it generates VS2013 .sln file at this stage.

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Setting foliage to static is fine, but how do you handle grass ? You can't have lightmass light the grass becuase of the vast amount of memory that would consume, so currently my only option is to make grass dynamic, so that lightmass ignores grass.

I seam to remember a setting in UDK to make lightmass ignore an object which would be perfect, but I can't find in in U4.

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Setting foliage to static is fine, but how do you handle grass ? You can't have lightmass light the grass becuase of the vast amount of memory that would consume, so currently my only option is to make grass dynamic, so that lightmass ignores grass.

I seam to remember a setting in UDK to make lightmass ignore an object which would be perfect, but I can't find in in U4.

Can't you set it to dynamic while baking and then set it to static afterwards? You'll get the warning to rebuild lightmaps, but that can be turned off.

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Setting foliage to static is fine, but how do you handle grass ? You can't have lightmass light the grass becuase of the vast amount of memory that would consume, so currently my only option is to make grass dynamic, so that lightmass ignores grass.

I seam to remember a setting in UDK to make lightmass ignore an object which would be perfect, but I can't find in in U4.

you can still have dynamic lighting with static objects, they don't need to be moveable